Hi!
I’m rendering to WebGL and getting terrible performance…
I’m fairly certain it has something to do with the particles, but I’m inexperienced enough to not know how to properly troubleshoot it.
In the editor, everything is silky smooth…
Here are some comparison profiler snap shots.
This one is the profiler when running the game in Chrome via WebGL
and here’s the same scene running in Unity.
As you can see, ParticleSystems.Geometryjob is consistently taking a long time to run each frame when in WebGL. Whereas the only thing that’s causing spikes when running in unity itself is Batchrenderer.Flush
Any help in understanding what is happening would be appreciated. So far, when searching for a solution myself, I’ve either come up short of found a thread where someone said it was a bug, but in an older version of unity.
Is this a bug?
I’m using 5.3.4f1 Personal
Thanks!
Also, if this is the wrong forum to ask this question, please let me know. I’ve never posted before…